Suggestion: Rebalancing military consumables, and their use.

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Dygaza
Posts: 271
Joined: Sun, 8. Dec 13, 13:03
x4

Suggestion: Rebalancing military consumables, and their use.

Post by Dygaza »

Problem:

Currently game has a hoarding problem, where capital ships hoard military consumable like laser turrets and mines. Using the word hoarding, as that's how they are used currently. Capital ships for example rarely, if ever use laser turrets or mines, when getting swarmed by fighters. No, they don't really use them, but instead rather die , whlle guarding these consumable treasures.

Not only does this make single capital ships extremely inefficient against fighters, but their impact on economy and faction war efforts is insane, as shipyards are most of the time out of smart chips (wharfs don't have same problem as smaller ships don't hoard these consumable that much).

Realtime example:
- The ship got destroyed, while still having these items onboard-

An argon Behemoth E destroyer, with:
34 laser mk2 (680 smart chips)
41 laser mk1 (820 smart chips)
96 mine
34 friend/foe mines (1020 smart chips).
41 tracker mines. (410 smart chips)


Also most of these items cost weapon components aswell, which often is also in low supply.

Overall as these items ain't really used in battle, it weakens the combat power of the ships, and tones down overall amount of fighting happening, as less ships are being produced in total.

Summary:

Make ships use their consumables in combat, as their cost for combat power has already been paid. In terms of performance, If you are worried about the impact of mine/laser turret spam. Then make them simply bigger in volume that you can carry less of them. Mines could be made to expire in time (yes, factions could agree in lore for new type of mine, while keeping minefield sectors lore accurate). And for laser turrets, ships could go and recollect deployed turrets after combat is over.
Falcrack
Posts: 5655
Joined: Wed, 29. Jul 09, 00:46
x4

Re: Suggestion: Rebalancing military consumables, and their use.

Post by Falcrack »

The consumables numbers in X4 are not very well thought out or logical. A tiny scout for example can carry 50 advanced electronics, for example. That wares needed to construct those 50 advanced electronics takes over 15000 m3 storage space, so that tiny fighter is carting around a large freighters worth of goods. Which is why the advanced satellite trading exploit is so lucrative.

It just seems to be that nobody thought through the numbers logically, and just picked some numbers that they thought sounded right, without deeply considering the implications. And then didn't want to change it after the fact for fear of blowback from players for nerfing their game.

So the numbers of consumables on board ships, in my opinion, need to be rebalanced much lower.
Dygaza
Posts: 271
Joined: Sun, 8. Dec 13, 13:03
x4

Re: Suggestion: Rebalancing military consumables, and their use.

Post by Dygaza »

Falcrack wrote: Tue, 15. Jul 25, 17:45 The consumables numbers in X4 are not very well thought out or logical. A tiny scout for example can carry 50 advanced electronics, for example. That wares needed to construct those 50 advanced electronics takes over 15000 m3 storage space, so that tiny fighter is carting around a large freighters worth of goods. Which is why the advanced satellite trading exploit is so lucrative.

It just seems to be that nobody thought through the numbers logically, and just picked some numbers that they thought sounded right, without deeply considering the implications. And then didn't want to change it after the fact for fear of blowback from players for nerfing their game.

So the numbers of consumables on board ships, in my opinion, need to be rebalanced much lower.
Thanks for your input. And I agree completely.

Also I checked out smaller chips and what they are running. There seems to be a a lot variation what they are running. Even within same fleet, you might have identical smaller ships running 4/50 or 47/50 consumables (that they don't use). Huge waste of build resources if they ain't used.

I'm confident that if we get these fixed and improved, we would see even more bigger fleet fights, when there's less wasted resources.

No wonder with all the waste, it's rare to see carriers run bigger fighter wings in endgame, when lost ships are so expensive to replace.

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